Prison Riot (HL2DM)

Prison Riot (HL2DM)

Re: Prison Riot (HL2DM) Posted by keved on Sun May 29th 2005 at 5:05pm
keved
252 posts
Posted 2005-05-29 5:05pm
keved
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Re: Prison Riot (HL2DM) Posted by Orpheus on Sun May 29th 2005 at 5:52pm
Orpheus
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Posted 2005-05-29 5:52pm
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This the one I critiqued already, right?

Need another?

The best things in life, aren't things.
Re: Prison Riot (HL2DM) Posted by Natus on Sun May 29th 2005 at 5:58pm
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Posted 2005-05-29 5:58pm
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it looks very server worthy :smile:

love the lightning
Boo f**king Hoo
Re: Prison Riot (HL2DM) Posted by MisterBister on Sun May 29th 2005 at 6:05pm
MisterBister
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Posted 2005-05-29 6:05pm
277 posts 78 snarkmarks Registered: Oct 17th 2004 Occupation: studying Location: SWEDEN
I downloaded the map and here's what i got.

Strict leveldesign opinions:

My first impression is that the map is very, very well done from a
leveldesigners point of view. Everything is where it is supposed to be
and the level strongly reminds me of nova prospect. The lightning is
superb nad you have really mastered the "point_spotlight" entity =).

My opinions about the level in general:

The map looks really good, but i am afraid it does'nt add something to the HL2DM community.

You have completely copied the consept of nova prospect and dm_lockdown
and havent really added something new at all in forms of gameplay or
artisticly. This might not be a negative thing for those who love
running around in prisons, but i dont. I have played far too many maps
like this one to enjoy it anymore.

I see that you are an exelent mapper and im sure that you can do something MUCH more creative than this.

I took a closer look at the map, and had to look quite hard for things to remark.

Well heres what I got:

User posted image

The stair seemes a bit too thin and weak for me..

User posted image

When standing here i couldnt jump up on the platform to the right.
Seemes like you have put some clipbrushes there. Try to solve it in a
different way.

User posted image

Absolutely beautiful!

User posted image

The layout feels very labyrith-like to me. I had a really hard time
finding my way through the map since everything lookes the same. Try to
use different lightning, or other things that makes it easier to
remember.
Re: Prison Riot (HL2DM) Posted by Leperous on Sun May 29th 2005 at 7:02pm
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Posted 2005-05-29 7:02pm
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Those giant blue baths should really be physics objects that you can push around, rather than static obstructions! And some areas still look like they could use some more detail, you can certainly afford to spend some FPS on more: perhaps more "prison-ey" bits? Otherwise, looks pretty good, very cold feel to it.

Are you happy with the layout?
Re: Prison Riot (HL2DM) Posted by Orpheus on Sun May 29th 2005 at 7:56pm
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Posted 2005-05-29 7:56pm
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Without being incredibly nit-picky all I can truly complain about is the lack of items. This map is far to large to have such a short supply. In fact, I feel it would rapidly deteriorate into a sling fest, cause props far out number items in many locations. Course, I have no way of doing a real playtest to confirm this but I am almost sure I am correct. There were vast regions with almost nothing to be had. It is my considered opinion that because it was created not for DM first, that it suffers some because of it. HLDM is like no other frag after all..

I know that I am an advocate for skill maps. Meaning, cut down on items, force people to make every shot count but... with props to sling about, no ones gonna slow down anyways so why not increase the items to a level befitting a map this huge?

I did take a couple screens, but they were bad piping and texture misalignments, nothing major really.

I know its your map, but I would decrease the props you can fling, and increase the items. and PLEASE move that stinking blue tub, I got hung on it twice strafing my son. :cry:

[edit] Son is running LAN game on his PC, the sounds are not making it from him to me.. IE he can hear the flares, I cannot. when I go to console it says "failed to load blah,blah flare something"

you might wanna find out why the sounds are not coming from him to me..

YES, we each downloaded the map separately and installed it..

The best things in life, aren't things.
Re: Prison Riot (HL2DM) Posted by Andrei on Sun May 29th 2005 at 11:13pm
Andrei
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Posted 2005-05-29 11:13pm
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I have a question:

I've seen you used the rail prop and that it's not fullbright. Me and
other people have been having some problems with this prop since,
whatever we do, it comes out fullbright. And yet, I see in the
screenshots that this is not the case here. Please please please
enlighten me on this one. :sad:
Re: Prison Riot (HL2DM) Posted by Orpheus on Sun May 29th 2005 at 11:45pm
Orpheus
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Posted 2005-05-29 11:45pm
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I am beginning to suspect that snarkpit feedback, is not the same feedback Kev is used to.

Kev, is there any way you can post some links to your other forums threads on these maps? I am genuinely curious as to the type of criticism you receive.

Don't get me wrong, you produce some of the very best quality I have had the pleasure of witnessing but, when you ask for feedback and read it without some indication as to how it was received, I get concerned that we crossed some line somewhere.

The fact is, on the CTF version of this map, you received some feedback from Snarkpit, yet you only credited the CTF creators.. I fear your level of feedback may drop off if you continue to forget whom all helped.

Tis why I always joke.. "You misspelled my name again" :wink:

Never fear, I do not help for the thanx, I do so cause I genuinely enjoy doing critiques. Others however may not share my views.

/ 2 cents.

The best things in life, aren't things.
Re: Prison Riot (HL2DM) Posted by keved on Mon May 30th 2005 at 1:00pm
keved
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Posted 2005-05-30 1:00pm
keved
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MisterBister said:
The map looks really good, but i am afraid it does'nt add something to the HL2DM community.
You have completely copied the consept of nova prospect and dm_lockdown and havent really added something new at all in forms of gameplay or artisticly. This might not be a negative thing for those who love running around in prisons, but i dont. I have played far too many maps like this one to enjoy it anymore.
I see that you are an exelent mapper and im sure that you can do something MUCH more creative than this.
Here are a few early pics of my next level, "The Great Wall". The concept is kinda like the Great Wall of China; a huge defensive wall running 1000s of miles used by the Combine to secure their borders.

http://www.keved.com/ctf_thegreatwall_01.jpg
http://www.keved.com/ctf_thegreatwall_02.jpg
http://www.keved.com/ctf_thegreatwall_03.jpg
http://www.keved.com/ctf_thegreatwall_04.jpg

A level doesn't necessarily have to bring something totally new to deathmatch though. I went for the prison setting because with the Nova Prospect section in HL2 spanning several levels there are plenty of prison-themed art assets to make use of. Obviously, the prison theme can also take advantage of the popularity of Lockdown - no harm in that.
MisterBister said:
The layout feels very labyrith-like to me.
Aren't all large indoor HL1/2 levels seemingly labyrinthine when you're unfamiliar with them? I'm fairly happy with the layout - it has large two+ tier rooms each with 3+ entrances, and all connected by short corridors. There are a few specific areas that need addressing though, such as the room in pic1 has upper tier walkways which are too narrow. If you guys have specific suggestions of where you think the layout needs changing I'll be glad to hear them. :smile:
Orpheus said:
when you ask for feedback and read it without some indication as to how it was received, I get concerned that we crossed some line somewhere.
This is the first opportunity I've had to reply, Jon. I totally take on board whatever people say - I've already spent at least twice as long changing the CTF version (now at beta 10!) as actually building the original beta version in the first place. I remember posting beta 1 here of the CTF version and after receiving comments here that the lighting was flat I totally relit the level!
Orpheus said:
The fact is, on the CTF version of this map, you received some feedback from Snarkpit, yet you only credited the CTF creators.. I fear your level of feedback may drop off if you continue to forget whom all helped...I am genuinely curious as to the type of criticism you receive.
Yep fair play, I can only apologise for not already mentioning SnarkPit guys already having commented on the CTF version. This will be rectified in the next beta's txt file. I've updated my website already.

I have got a LOT of feedback on the CTF version in the HL2CTF.com private forums and particularly from the mod's creators too via MSN Messenger as they are really pushing to increase the standard of the official levels. I also post looking for feedback at the Steam forums - a number of server admins hang out there so it's more than worthwhile hearing what they have to say about how it runs online & gauging general opinion of the punters on their servers. Since I only released beta 1 of dm_prisonriot 2 days ago there isn't a great deal yet, though.
Orpheus said:
I would decrease the props you can fling, and increase the items.
Since this level is largely based on the CTF version (which is at beta 10) the visuals are at a fairly polished state but obviously with this being the first free-for-all DM version this is my first attempt at the DM weapon layout, so this is very much what I was looking for comments about. Thanks for your input. I think there are already quite a few weapons (8 shotguns for instance) but after I've got a bit more feedback from various sources I will probably end up increasing the number of weapons.

Regarding the props, there are some areas with a few props too many and will look at removing some (particularly the smaller props). I'll make those big blue bathtubs into physics objects too. :smile:

Thanks for all the input fellas.
Re: Prison Riot (HL2DM) Posted by Orpheus on Mon May 30th 2005 at 1:11pm
Orpheus
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Posted 2005-05-30 1:11pm
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My only concern about your great wall map is, so far I have had nothing constructive to say about it. I mean, I have seen it since it was created almost, yet my stupid ass cannot come up with anything to add. You are just doing to good a job ol man. :biggrin:

In essence, I feel badly that I have not been of more help is what I am trying to say.

If you send me your next version, I will come up with something if it kills me.

As for my comments on this map, I was concerned, not mad or upset.

I can post some screenshots if you like. I did note some trivialities that could be corrected.

and, the sound issue of course.

The best things in life, aren't things.
Re: Prison Riot (HL2DM) Posted by Cassius on Tue May 31st 2005 at 6:47am
Cassius
1989 posts
Posted 2005-05-31 6:47am
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The lighting style on this map is what catches my eye - for some reason I can't place it looks very different from most other maps, very larger-than-life.
[Im_invisible] "I would suck a man off, but only for sustenance."
Re: Prison Riot (HL2DM) Posted by keved on Tue May 31st 2005 at 8:26am
keved
252 posts
Posted 2005-05-31 8:26am
keved
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<DIV class=quote>
<DIV class=quotetitle>? quoting Orpheus</DIV>
<DIV class=quotetext>If you send me your next version, I will come up with something if it kills me.</DIV></DIV>
Great Wall has been on the back-burner for a week or two since I've been doing this DM version of Prison Riot so it hasn't changed a great deal since, but I'm moving back onto it for a few weeks while I wait for a bit more feedback on dm_prisonriot.

<DIV class=quote>
<DIV class=quotetitle>? quoting Orpheus</DIV>
<DIV class=quotetext>I can post some screenshots if you like. I did note some trivialities that could be corrected.</DIV></DIV>

I'd appreciate it if you could pls.

<DIV class=quote>
<DIV class=quotetitle>? quoting Orpheus</DIV>
<DIV class=quotetext>and, the sound issue of course.</DIV></DIV>
I'll check that out but I'm not sure what the prob is atm since I'm just using an ambient generic with a default sound.
Re: Prison Riot (HL2DM) Posted by keved on Tue May 31st 2005 at 9:32am
keved
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Posted 2005-05-31 9:32am
keved
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<DIV class=quote>
<DIV class=quotetitle>? quoting Andrei</DIV>
<DIV class=quotetext>I have a question:
I've seen you used the rail prop and that it's not fullbright. Me and other people have been having some problems with this prop since, whatever we do, it comes out fullbright. And yet, I see in the screenshots that this is not the case here. Please please please enlighten me on this one.
</DIV></DIV>

I've never had a problem with railings being fullbright (or the entire model being one clearly the wrong tone), only very long props which have the model's vertices far apart (such as long pipes). Whenever I add railing I just make sure the bottom of the bounding box (not the model itself) is precisely flush with the floor level and also disable its shadows (since I don't increase lightmap resolution enough for the thin railings to cast shadows anyway).
Re: Prison Riot (HL2DM) Posted by ReNo on Tue May 31st 2005 at 3:26pm
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Posted 2005-05-31 3:26pm
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Andrei - thats a fairly typical problem if you haven't got cubemaps in your level or don't run "buildcubemaps" in the console.
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Re: Prison Riot (HL2DM) Posted by keved on Sat Jun 11th 2005 at 9:31pm
keved
252 posts
Posted 2005-06-11 9:31pm
keved
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Hi all

Having decided to split the enormous dm_prisonriot into two smaller levels, I've now finished work on the first of them.

http://www.keved.com/dm_prisonriot1_b1.zip

Aside from layout and weapon placement changes, one major addition is the inclusion of new normal mapped versions of various Valve materials. I've generated normal maps for around a dozen materials which I've used a lot in dm_prisonriot1, so those of you with high-end PCs running HL2 in DirectX9 mode will see a visual improvement.

Here are a few example images...

The previous version (dm_prisonriot), without normal maps...
http://img178.echo.cx/my.php?image=nonormalmaps6pa.jpg

This first beta of dm_prisonriot1, with normal maps...
http://img182.echo.cx/my.php?image=normalmaps1ld.jpg

As always, comments are very welcome. Thanks.
Re: Prison Riot (HL2DM) Posted by Addicted to Morphine on Sat Jun 11th 2005 at 10:32pm
Posted 2005-06-11 10:32pm
3012 posts 529 snarkmarks Registered: Feb 15th 2005
The additions of the normal maps look nice. Now everything can look as great as the singleplayer headcrabs.
Re: Prison Riot (HL2DM) Posted by keved on Thu Jul 7th 2005 at 10:15am
keved
252 posts
Posted 2005-07-07 10:15am
keved
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252 posts 515 snarkmarks Registered: Jan 21st 2005 Occupation: Games designer, Rockstar Leeds Location: Leeds, UK
Beta 2 of dm_prisionriot1 is now available.

http://www.keved.com/dm_prisonriot1_b2.zip

Mirror link...
(big thanks to *ASFE*-Kellis for providing the webspace)
http://kev.5th-gradient.com/maps/dm_prisonriot1_b2.zip

Changes:-
  • Added extra weapons, ammo and pickups.
  • Added small new section at what was a dead end above the RPG.
  • Added extra clip brushes.
  • Other small changes that nobody will probably notice. User posted image
Unless there are any further major issues or suggestions raised I'll probably recompile this as the final version sometime over the next week.http://www.datadesign.uk.com/
Re: Prison Riot (HL2DM) Posted by keved on Thu Aug 4th 2005 at 9:19am
keved
252 posts
Posted 2005-08-04 9:19am
keved
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252 posts 515 snarkmarks Registered: Jan 21st 2005 Occupation: Games designer, Rockstar Leeds Location: Leeds, UK
Beta 3 of dm_prisionriot1 is now available.

http://www.keved.com/dm_prisonriot1_b3.zip

Changes:-
  • Added extra hev battery pickups
  • Added quite a lot of extra detailing and increased lightmap resolution in some places (bsp size increased by about 6mb).
Feedback welcome. :smile: